예제 #1
0
	public void SetSwingMod(AttackModType _atkType)
	{
		attackScript.attackSpeed = AnimMods[(int)_atkType].swing;
	}
예제 #2
0
	public void SetRecoverMod(AttackModType _atkType)
	{
		if (InputScript == null) // no combos
			attackScript.attackSpeed = AnimMods[(int)_atkType].recover;
		else
		{
			if (NextAttack != State.IDLE)
			{
				switch (NextAttack)
				{
					case State.ATK_VERT:
						{
							//ChangeState(State.IDLE);
							//SlashVert();
							attackScript.attackSpeed = AnimMods[(int)_atkType].recover;
							break;
						}
					case State.ATK_LTR:
						{
							ChangeState(State.IDLE);
							SlashVert();
							break;
						}
					case State.ATK_RTL:
						{
							ChangeState(State.IDLE);
							SlashLTR();
							break;
						}
					case State.ATK_STAB:
						{
							ChangeState(State.IDLE);
							Thrust();
							break;
						}
					case State.ATK_KICK:
						{
							ChangeState(State.IDLE);
							Kick();
							break;
						}
				}
			}
		}
	}
예제 #3
0
	// SetWindupMod(), SetSwingMod(), SetRecoverMod() functions
	// Animations call these functions at the correct time in order to adjust animation speed.
	public void SetWindupMod(AttackModType _atkType)
	{
		if (InputScript == null) // no combos
			attackScript.attackSpeed = AnimMods[(int)_atkType].windup;
		else
		{
			if (NextAttack != State.IDLE)
			{
				switch (NextAttack)
				{
					case State.ATK_VERT:
						{
							//attackScript.attackSpeed = 2.0f;
							animation["Down Slash"].time = 0.22f;
							NextAttack = State.IDLE;
							break;
						}
					case State.ATK_LTR:
						{
							//attackScript.attackSpeed = 2.0f;
							animation["Right Slash"].time = 0.21f;
							NextAttack = State.IDLE;
							break;
						}
					case State.ATK_RTL:
						{
							//attackScript.attackSpeed = 1000.0f;
							//NextAttack = State.IDLE;
							break;
						}
				}
			}
		}
	}